actor Darkman3 : ClassBase //85
{
Player.StartItem "IFMM05", 1
Player.ScoreIcon "C_05K0X"
player.displayname "Darkman3"
player.soundclass "darkman3c"

player.maxhealth 90
health 90
player.jumpz 12
player.forwardmove 0.77, 0.77
player.sidemove 0.75, 0.75

player.startitem "DarkSniperBoss"
player.startitem "Darkman3SniperAmmo",64
player.startitem "Darkman3RingAmmo",84
player.startitem "DarkSniperItem"

//damagefactor "GyroAttack", 1.7
//damagefactor "Windg", 1.5

States
{
Spawn:
DAR3 A 0 
DAR3 B 1
DAR3 A 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+2

Jumping:
DAR3 I 1 A_JumpIf(z-floorz<=0, "Spawn")
wait

See:
DAR3 BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn
Missile:
DAR3 F 0 A_JumpIf(z-floorz>0,"JumpingMissile")
DAR3 F 0 A_JumpIfInventory("VivifyDelay8",1,"Missile1")
DAR3 F 0 A_JumpIfInventory("VivifyDelay6",1,"Missile2")
Missiler:
DAR3 FFFFF 1 A_JumpIf(z-floorz>0,"JumpingMissile")
DAR3 GGGG 1 A_JumpIf(z-floorz>0,"JumpingMissile")
goto Spawn
Missile1:
DAR3 FFGGFFGGFFGGFFGGFFGG 1 A_JumpIf(z-floorz>0, "JumpingMissile1")
goto Spawn
Missile2:
DAR3 RRRSSSRRRSSSRRR 1 A_JumpIf(z-floorz>0, "JumpingMissile2")
goto Spawn

JumpingMissile:
DAR3 I 0 A_JumpIfInventory("VivifyDelay8",1,"JumpingMissile1")
DAR3 I 0 A_JumpIfInventory("VivifyDelay6",1,"JumpingMissile2")
DAR3 JJJJJKKKK 1 A_JumpIf(z-floorz<=0, "Missiler")
goto Jumping
JumpingMissile1:
DAR3 JJKKJJKKJJKKJJKKJJKK 1 A_JumpIf(z-floorz<=0, "Missile1")
goto Jumping
JumpingMissile2:
DAR3 IIITTTIIITTTIII 1 A_JumpIf(z-floorz<=0, "Missile2")
goto Jumping
//If this seems horrible, that's because it is.

ClassPain:
DAR3 H 0
goto PainContinue
ClassDeath:
DAR3 H 0
goto DeathContinue
}
}